Use generic PQ
This commit is contained in:
110
lib/pq.c
110
lib/pq.c
@@ -1,110 +0,0 @@
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#include <stdlib.h>
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#include "pq.h"
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typedef struct {
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unsigned int priority;
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size_t x, y;
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mazeedge_dir_t dir;
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} _point_t;
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struct pq {
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size_t heap_size, next;
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_point_t* heap;
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};
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struct pq* pq_new(size_t heap_size) {
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struct pq* result = malloc(sizeof(struct pq));
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result->heap_size = heap_size;
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result->next = 0;
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result->heap = calloc(heap_size, sizeof(_point_t));
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return result;
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}
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static void _swap(struct pq* q, size_t idx1, size_t idx2) {
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unsigned int priority = q->heap[idx1].priority;
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size_t x = q->heap[idx1].x;
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size_t y = q->heap[idx1].y;
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mazeedge_dir_t dir = q->heap[idx1].dir;
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q->heap[idx1].priority = q->heap[idx2].priority;
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q->heap[idx1].x = q->heap[idx2].x;
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q->heap[idx1].y = q->heap[idx2].y;
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q->heap[idx1].dir = q->heap[idx2].dir;
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q->heap[idx2].priority = priority;
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q->heap[idx2].x = x;
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q->heap[idx2].y = y;
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q->heap[idx2].dir = dir;
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}
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static void _heapify_up(struct pq* q) {
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size_t i = q->next - 1;
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while (i > 0) {
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size_t parent = i / 2;
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if (q->heap[parent].priority > q->heap[i].priority) {
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_swap(q, parent, i);
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i = parent;
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} else {
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// done
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return;
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}
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}
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}
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void pq_add(struct pq* q, unsigned int priority, size_t x, size_t y, mazeedge_dir_t dir) {
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q->heap[q->next].x = x;
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q->heap[q->next].y = y;
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q->heap[q->next].priority = priority;
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q->heap[q->next].dir = dir;
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q->next++;
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_heapify_up(q);
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}
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bool pq_empty(struct pq const* q) {
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return q->next == 0;
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}
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static void _heapify_down(struct pq* q) {
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size_t i = 0;
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while (i < q->next) {
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size_t ch1 = i * 2, ch2 = i * 2 + 1;
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if (ch1 >= q->next) return;
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if (ch2 >= q->next) {
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if (q->heap[ch1].priority < q->heap[i].priority) {
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_swap(q, i, ch1);
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}
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return;
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}
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// three-way compare
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if ((q->heap[i].priority < q->heap[ch1].priority) &&
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(q->heap[i].priority < q->heap[ch2].priority)) {
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return; // all done - partial order ensured
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}
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if (q->heap[ch1].priority < q->heap[ch2].priority) {
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_swap(q, i, ch1);
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i = ch1;
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} else {
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_swap(q, i, ch2);
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i = ch2;
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}
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}
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}
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int pq_pop(struct pq* q, size_t* x, size_t* y, mazeedge_dir_t* dir) {
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if (pq_empty(q)) return 0;
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*x = q->heap[0].x;
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*y = q->heap[0].y;
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*dir = q->heap[0].dir;
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_swap(q, 0, q->next-1);
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q->next--;
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_heapify_down(q);
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return 1;
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}
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void pq_free(struct pq* q) {
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free(q->heap); q->heap = NULL;
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q->heap_size = 0;
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q->next = 0;
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free(q);
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}
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102
lib/pq.h
102
lib/pq.h
@@ -1,15 +1,101 @@
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#ifndef _PQ_H
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#ifndef _PQ_H
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#define _PQ_H 1
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#define _PQ_H 1
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#include <stdbool.h>
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#include <stdlib.h>
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#include "grid.h"
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#include <string.h>
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struct pq;
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#define DEFAULT_HEAP_SIZE 16
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struct pq* pq_new(size_t heap_size);
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#define DEFINE_PQ(T, N, P) \
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void pq_add(struct pq* q, unsigned int priority, size_t x, size_t y, mazeedge_dir_t dir);
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struct _##N##HeapNode { \
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int pq_pop(struct pq* q, size_t* x, size_t* y, mazeedge_dir_t *dir);
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P priority; \
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bool pq_empty(struct pq const* q);
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T data; \
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void pq_free(struct pq* q);
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}; \
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typedef struct { \
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size_t heap_size, next; \
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struct _##N##HeapNode* heap; \
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} N; \
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static void _##N##_swap(N* pq, size_t i, size_t j) { \
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struct _##N##HeapNode tmp = pq->heap[i]; \
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pq->heap[i] = pq->heap[j]; \
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pq->heap[j] = tmp; \
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} \
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static void _##N##_heapify_up(N* pq) { \
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size_t i = pq->next - 1; \
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while (i > 0) { \
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size_t parent = i / 2; \
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if (pq->heap[parent].priority > pq->heap[i].priority) { \
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_##N##_swap(pq, parent, i); \
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i = parent; \
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} else return; \
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} \
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} \
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static void _##N##_heapify_down(N* pq) { \
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size_t i = 0; \
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while (i < pq->next) { \
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size_t ch1 = i * 2, ch2 = i * 2 + 1; \
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if (ch1 >= pq->next) return; \
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if (ch2 >= pq->next) { \
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if (pq->heap[ch1].priority < pq->heap[i].priority) { \
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_##N##_swap(pq, i, ch1); \
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} \
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return; \
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} \
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if ((pq->heap[i].priority < pq->heap[ch1].priority) && \
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(pq->heap[i].priority < pq->heap[ch2].priority)) { \
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return; \
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} \
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if (pq->heap[ch1].priority < pq->heap[ch2].priority) { \
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_##N##_swap(pq, i, ch1); \
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i = ch1; \
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} else { \
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_##N##_swap(pq, i, ch2); \
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i = ch2; \
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} \
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} \
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}
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#define NEW_PQ(T, N) \
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T N = (T) { .heap_size = DEFAULT_HEAP_SIZE, .next = 0, .heap = calloc(DEFAULT_HEAP_SIZE, sizeof(struct _##T##HeapNode)) }
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// WARNING: S cannot be an expression that has side effects!
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#define NEW_PQ_SZ(T, N, S) \
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T N = (T) { .heap_size = (S), .next = 0, .heap = calloc((S), sizeof(struct _##T##HeapNode)) }
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#define PUSH_PQ(Q, N, I, P) { \
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if ((Q).next >= (Q).heap_size) { \
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(Q).heap = realloc((Q).heap, (Q).heap_size * 2 * sizeof(struct _##N##HeapNode)); \
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(Q).heap_size *= 2; \
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} \
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(Q).heap[(Q).next].data = (I); \
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(Q).heap[(Q).next].priority = (P); \
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(Q).next++; \
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_##N##_heapify_up(&(Q)); \
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}
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#define EMPTY_PQ(Q) ((Q).next == 0)
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// check for emptiness first!
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#define POP_PQ(Q, N, DST_I, DST_P) { \
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DST_I = (Q).heap[0].data; \
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DST_P = (Q).heap[0].priority; \
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_##N##_swap(&(Q), 0, (Q).next-1); \
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(Q).next--; \
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_##N##_heapify_down(&(Q)); \
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}
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#define FOREACH_PQ(Q, DST_DATA, DST_P) \
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for (size_t idx = 0; idx < (Q).next; idx++) { \
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DST_DATA = (Q).heap[idx].data; \
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DST_P = (Q).heap[idx].priority;
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#define FOREACH_PQ_END }
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// warning: be sure to clean up your data to avoid leaks!
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#define FREE_PQ(Q) { \
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free((Q).heap); \
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(Q).heap_size = 0; \
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(Q).next = 0; \
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}
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#endif // !def(_PQ_H)
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#endif // !def(_PQ_H)
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57
lib/prim.c
57
lib/prim.c
@@ -2,42 +2,57 @@
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#include "prim.h"
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#include "prim.h"
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#include "set.h"
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#include "set.h"
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typedef struct {
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size_t x, y;
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mazeedge_dir_t dir;
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} _point_t;
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DEFINE_PQ(_point_t, PointPQ, unsigned int);
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void prim(mazegrid_t const* g, mazegrid_t* result) {
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void prim(mazegrid_t const* g, mazegrid_t* result) {
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struct pq* q = pq_new(g->width*g->height*4);
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NEW_PQ_SZ(PointPQ, q, g->width*g->height*4);
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struct node_set* s = node_set_new(g->width, g->height);
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struct node_set* s = node_set_new(g->width, g->height);
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*result = mazegrid_new(g->width, g->height);
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*result = mazegrid_new(g->width, g->height);
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node_set_add(s, 0, 0);
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node_set_add(s, 0, 0);
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if (g->height > 1) pq_add(q, mazegrid_get_edge(g, 0, 0, EDGE_UP), 0, 1, EDGE_DOWN);
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if (g->height > 1) {
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if (g->width > 1) pq_add(q, mazegrid_get_edge(g, 0, 0, EDGE_RIGHT), 1, 0, EDGE_LEFT);
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_point_t e = { 0, 1, EDGE_DOWN };
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PUSH_PQ(q, PointPQ, e, mazegrid_get_edge(g, 0, 0, EDGE_UP));
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while (!pq_empty(q) && (node_set_size(s) < g->width * g->height)) {
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}
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size_t x, y;
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if (g->width > 1) {
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mazeedge_dir_t dir;
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_point_t e = { 1, 0, EDGE_LEFT };
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pq_pop(q, &x, &y, &dir);
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PUSH_PQ(q, PointPQ, e, mazegrid_get_edge(g, 0, 0, EDGE_RIGHT));
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}
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if (node_set_contains(s, x, y)) continue;
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while (!EMPTY_PQ(q) && (node_set_size(s) < g->width * g->height)) {
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_point_t e;
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unsigned int p;
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POP_PQ(q, PointPQ, e, p);
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if (node_set_contains(s, e.x, e.y)) continue;
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// add edge to tree
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// add edge to tree
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mazegrid_set_edge(result, x, y, dir, 1);
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mazegrid_set_edge(result, e.x, e.y, e.dir, 1);
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// add neighbors
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// add neighbors
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if ((x > 0) && !node_set_contains(s, x - 1, y)) {
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if ((e.x > 0) && !node_set_contains(s, e.x - 1, e.y)) {
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pq_add(q, mazegrid_get_edge(g, x, y, EDGE_LEFT), x - 1, y, EDGE_RIGHT);
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_point_t pt = { e.x - 1, e.y, EDGE_RIGHT };
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PUSH_PQ(q, PointPQ, pt, mazegrid_get_edge(g, e.x, e.y, EDGE_LEFT));
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}
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}
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if ((x < g->width - 1) && !node_set_contains(s, x + 1, y)) {
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if ((e.x < g->width - 1) && !node_set_contains(s, e.x + 1, e.y)) {
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pq_add(q, mazegrid_get_edge(g, x, y, EDGE_RIGHT), x + 1, y, EDGE_LEFT);
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_point_t pt = { e.x + 1, e.y, EDGE_LEFT };
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PUSH_PQ(q, PointPQ, pt, mazegrid_get_edge(g, e.x, e.y, EDGE_LEFT));
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}
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}
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if ((y > 0) && !node_set_contains(s, x, y - 1)) {
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if ((e.y > 0) && !node_set_contains(s, e.x, e.y - 1)) {
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pq_add(q, mazegrid_get_edge(g, x, y, EDGE_DOWN), x, y - 1, EDGE_UP);
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_point_t pt = { e.x, e.y - 1, EDGE_UP };
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PUSH_PQ(q, PointPQ, pt, mazegrid_get_edge(g, e.x, e.y, EDGE_DOWN));
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}
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}
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if ((y < g->height - 1) && !node_set_contains(s, x, y + 1)) {
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if ((e.y < g->height - 1) && !node_set_contains(s, e.x, e.y + 1)) {
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pq_add(q, mazegrid_get_edge(g, x, y, EDGE_UP), x, y + 1, EDGE_DOWN);
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_point_t pt = { e.x, e.y + 1, EDGE_DOWN };
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PUSH_PQ(q, PointPQ, pt, mazegrid_get_edge(g, e.x, e.y, EDGE_UP));
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}
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}
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node_set_add(s, x, y);
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node_set_add(s, e.x, e.y);
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}
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}
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node_set_free(s);
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node_set_free(s);
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pq_free(q);
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FREE_PQ(q);
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}
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}
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